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    Minecraft On Halloween, villagers may give you food/sweets, if the player is wearing a mob head

    Minecraft On Halloween, villagers may give you food/sweets, if the player is wearing a mob head


    On Halloween, villagers may give you food/sweets, if the player is wearing a mob head

    Posted: 31 Aug 2021 12:40 PM PDT

    During October 31st, when a villager detects a player wearing a mob head, they'll step outside their home to give them food, unless it's night, where they'll stay indoors.

    Specifically, they give fall themed foods, or sweets. The likelihood of these are as follows, from most to least likely given:

    Cookies -> Apples -> Pumpkins -> Pumpkin pie -> Cake -> Golden apple -> Enchanted golden apple

    If the player has the Village Hero effect after clearing a raid, their chances of getting rare stuff greatly improve. An enchanted apple will still be very rare, but you'll probably be getting plenty of pumpkin pie.

    Did I miss any foods that should be here? Let me know. I think it'd be cool if some more special kind of baked good were added, apple or pumpkin bread, maybe. But that's an idea for another time.

    Some other small gifts may be given along with food, such as a torch. The reason is because this is like getting a glow stick, and the villagers encourage safety by giving out some light sources. A dragon head can result in somewhat rarely getting basic end items, a pearl or maybe chorus fruit.

    Dropping something from the Halloween loot list (like apples or pumpkins) next to a baby villager will have them drop something else from the list, as part of a "candy trade". This mirrors trading with piglins in the nether, but it's much more wholesome.

    While many may feel that the player is "too old" for Trick Or Treating, one can never be, the villagers believe. Not in a game, anyway. I think this would be a fun feature for older players too, and it gives an additional purpose to mob heads.

    Edit: idea from u/SnowBallEarth43 that wearing a pumpkin on your head will get it. I like this, but it should "trick" the villagers, meaning your chances of getting a good treat are lower, as getting a pumpkin to wear is easier.

    submitted by /u/Tactical-Kitten-117
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    /gamerule DeathCoordinates

    Posted: 31 Aug 2021 09:00 AM PDT

    Dying can be a pain, especially when you die far off in a cave in you dont know where. One of the devs was recently tweeting asking if the 5 minute item despawn rule was fun gameplay or just a needless punishment, and was considering removing item despawning. Even if that doesnt happen, I think it would be great to add /gamerule DeathCoordinates to make finding your items easier. All it would do is add "at X Y Z" to the end of a death message. So you'd see "Player was blown by Creeper at 56 35 593". You still need to find a way to get there, but at least you know where it is

    submitted by /u/_abridged
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    Bonemealing lily pads gives you more lily pads like flowers, and bonemealing the water in a swamp biome gives you lilypads.

    Posted: 31 Aug 2021 10:20 AM PDT

    Both of these mechanics would make lily pads act like a normal plant.

    submitted by /u/Sufficient-Ad-6874
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    The rarity of hostile mobs should vary depending on the biome

    Posted: 31 Aug 2021 01:38 AM PDT

    Fighting hostile mobs is the same wherever you are in the world, making it kinda boring and no planning required

    Mobs could be more common or rare depending on the type of biome, making it so you can plan where to go if you want specific loot, or what biomes to avoid if you don't like a mob

    These could be the types of biomes the mobs would spawn in

    Creeper - hot & humid (jungle)
    Spider - hot & dry (desert, mesa)
    Zombie - normal (plains, forest)
    Skeleton - cool (taiga)
    Enderman - cool & dry (mountains)
    Witch - humid (swamp)

    You would still be able to find any mob in any biome, however there would be slightly more of the biome's mob

    submitted by /u/BillyWhizz09
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    Horses and Paths

    Posted: 31 Aug 2021 09:15 AM PDT

    As we all know once you get an elytra - your horse becomes slightly left behind.

    A thought I had (excuse me if it's already been suggested), was a way to make horses more viable transport and potentially much more fun.

    It is simply to give the equivalent of soul speed III but for paths and horses (requiring no enchantment). So a horse would move much faster along a path block than regular blocks.

    I think this would make sense as out of the game horses move much faster over more even ground (paths) than rough ground (moors/ forests/ etc.).

    submitted by /u/solafly
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    Iron golems from villages should get mad when a player opens the blacksmith chest.

    Posted: 31 Aug 2021 02:47 AM PDT

    I assume they didn't do this because it wasn't thought of, but now that piglings in bastions have this feature, it'd be cool to see that iron golems also try to punish theft.

    Edit: not just the blacksmith chest, but any chest in a village, I st like with bastions.

    2nd edit: to assure that players aren't punished out of nowhere, opening an unopened chest (the loot of which has not yet been generated) would only cause the players popularity in the village go down, once unpopular enough, the iron golem will attack.

    submitted by /u/Mr_Snifles
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    You should be able to put things into a shulker box by holding the item over it while in your inventory!

    Posted: 31 Aug 2021 01:59 PM PDT

    Just had an idea that instead of having to put the shulker on the ground you can hold the mouse over the shulker that is in your inventory, with the item you want to store, and then just automatically put it in there. Though I think that you have to first put the shulker on the ground to use it in normal Minecraft.

    submitted by /u/space0watch
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    Sustain Note Block Sounds

    Posted: 31 Aug 2021 09:41 AM PDT

    I know a lot of people in the Minecraft community like to make musics with note blocks, but we currently have no way of making the sound last longer than just a pulse; we would need the equivalent to a sustain pedal on a piano.

    I have two ideas that could fix this problem and bring us more possibilities:

    - Placing a hopper on top of a Note Block could make the sound last longer, as it makes sense that sound going through a big hopper resonates more.

    - Note blocks could continue making sound while they are powered, and stop when they get unpowered. That way we could manage the length of each sound with redstone.

    I really hope this gets added to the game in some way or another, because music is just not the same with such brief notes ;-;

    submitted by /u/JustWyren
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    Deeper Oceans & Deep Sea Biome

    Posted: 31 Aug 2021 01:59 PM PDT

    The ocean has a lot more potential to be more relevant and fun to explore in the game. In 1.18 the world height and depth will increase a lot, and it makes caves deeper. Oceans should be deeper as well since they can be very deep realistically, like the Mariana Trench for example, and it would make room for much more to explore.

    The water would get darker the deeper you go, giving items like glow ink possibly more uses that can help the player see what's around them. Water pressure would hurt the player too the deeper they go, so they would have to wear a special armor or suit that can let the player go deeper without getting crushed.

    There would be new things in the deep parts of the oceans like biodiverse plants & animals, hydrothermal vents, giant squids, giant isopods, and a high abundance of fossils. There would be an eerie and disturbing ambience in these depths.

    There would also be a new boss called the kraken, a powerful boss that can grab players with their tentacles and throw them high in the sky, they can also hurt the player by slamming then into the sea floor, and more. When killed, the player gets the kraken's eye as well as kraken gills and tentacles which can be used to craft special items, armor, and weapons.

    Though with the deep seas being terrifying to explore, it is optional to explore there or not. The deep sea would be high risk and high reward: it is a scary and dangerous place that makes you feel uneasy, but you can get good loot out of it.

    submitted by /u/No-Firefighter5661
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    quality of life minecraft changes i thought of

    Posted: 31 Aug 2021 09:15 AM PDT

    [note i am trying to do new thing not stuff from vanilla tweaks

    the skulk grouth pattern should be random like all types of grass

    there should be a creeper pattern cloud

    the warden should update its texture to the new version of the skulk sensor

    some geodes should be able to have smaller cracks in the shell

    submitted by /u/zeke_williams
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    Replace the protection enchantment with 2 new one

    Posted: 31 Aug 2021 07:41 AM PDT

    So currently we have a 4 protection enchants, there's regular prop, fire prop, blast prop and projectile prop. But most of us just use regular prop witch makes the others useless (kinda). So I propose that protection gets removed and is replace with magic protection and melee protection, additional you could enchant ut shield with one of these

    So for example on 3 pieces of my armor I have the original 3 protections then on my boots I could have melee protection witch would work like projectile prop but with sword and axes, then on my shield I could have magic prop (or any other props excluding melee and projectile) and when my shield is up I would take less damage against magic attack like potions.

    What do you think? Bad idea or good idea? should there be more then 5 protections?

    submitted by /u/senpai_dokidoki_69
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    Long Spear

    Posted: 31 Aug 2021 12:26 AM PDT

    This weapon would also be long. Which means you could attack from about 5.5 blocks away.

    Recipe: Two Sticks and one pointed dripstone diagonally

    Durability: 150 can be repaired with one iron ingot

    Enchantments: Unbreaking, Mending, Sharpness, Bane Of Arthropods and Smite

    Cooldown: 22 ticks

    This was just an idea. I know it's really bad Pls give any tips if it makes it better

    submitted by /u/doge_dogie_doge
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    Exposed mineshafts in 1.18 shouldn't have floating cobwebs.

    Posted: 31 Aug 2021 02:25 PM PDT

    The cobwebs above exposed mineshaft bridges don't look like they're in the right place. They float in the air where there'd normally be the wall/ceiling of the mineshaft, I think it'd look better if the cobwebs instead hung from the bottom of those wooden bridges.

    submitted by /u/Mr_Snifles
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    Re-adding Cave Loops and fully implement them

    Posted: 31 Aug 2021 12:46 PM PDT

    Cave chimes were one of the four audio loops in the games code, they will be perfect for the cave update!

    Mojang is allowed to use this

    submitted by /u/MountainWeird1333
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    "Sentient Mender" Enchantment

    Posted: 31 Aug 2021 04:20 PM PDT

    Hi everyone, just had an idea, worked it out as I wrote the post :)

    Let me know what you think!

    Enchantment name

    Sentient Mender / Vain Mender?

    Enchantment effect

    The item enchanted with this enchantment will always attempt to keep itself at maximum durability by receiving experience, in the same way Mending works. However, if the item enchanted with this enchantment is damaged, any experience will first go to this item.

    Equipping two items with the Sentient Mender enchantment should not be possible, although carrying around multiple of these shouldn't be an issue.

    Step 1: Durability is not at maximum

    Whenever the durability is lowered, a voice will cry out in anguish at its beautiful self being marred, and the search for experience begins.

    Whenever the item is repaired, any further steps are abandoned, and this process will only restart once the durability is lowered.

    Step 2: Experience Potions

    First, check whether the player has any Experience Potions on their person (inventory / hotbar / left hand), in which case one is consumed. The voice will give out a content sigh, mimicking a delicious and filling meal.

    If the player does not have Experience Potions, the voice may occasionally cry out "If only you had some potions on you, that would fix the problem now!", ending with a whiny, needy squeal.

    Step 3: Grabbing a quick buck

    If the player does not have Experience Potions, check for any items remaining in furnaces (or whatever else can get you experience by removing items) within a radius of 50x50x50, centered on the player. This or these furnaces are outlined (similar to how enemies are outlined during a raid when the player rings the bell) and the voice whispers urgently "Get whatever's in there, do it now!". The outlines could possibly be outlined in different colors based on possible experience gain.

    If there are no such containers within range, this step is skipped.

    Step 4: Trading with villagers

    Same process as the others, check for any villagers nearby with possible trades. The voice will then start to say in a commanding tone, "Get to those villagers over there, I'm sure you'll like whatever they've got.", ending with a more condescending tone.

    If only nitwits are found, the voice will rant, "Gah, only nitwits nearby! I suppose I'll keep searching...", ending in a more ruefully accepting voice.

    Step 5: Other stuff I forgot about off the top of my head that gets you experience.

    Hey, no one's infallible!

    Step 6: Kill Monsters

    With no other recourse, the entity will outline nearby monsters.

    Step 7: No way to go.

    The voice will occasionally, at first, remark sweetly how "there's a chip right here. Just a small blemish, true, but it will only get worse! If only there was something we could do..."

    If the enchanted item is left unrepaired, the voice's complaints will escalate in their whininess until it starts screaming.

    Enchantment Restrictions

    Possibility: Combine it with Curse of Binding? It's a pretty clingy enchantment after all.

    Possibility: Every few in-game days, there's a chance of the voice letting out a contented sigh.

    submitted by /u/Mesingel
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    /gamerule spawnerDistance

    Posted: 31 Aug 2021 03:07 PM PDT

    this is probably gonna take some explanation. basically what this gamerule would do is change the max number of blocks there can be between you and any given spawner in order for it to spawn mobs. this is generally a pretty small feature of the game, but spawners don't work unless you're a maximum of 16 blocks away from them. this is both a blessing and a curse. on one hand, it makes dungeons more fair to fight and makes sure you're not being thrown into absolute chaos immediately, but it also makes spawner-based mob grinders really annoying to make sometimes. so i propose we be able to raise or lower the maximum distance from a default of 16, which could, in addition to making mob grinder designs less limited, add the ability to add a new type of challenge to the game or alternatively lower the intensity of things like dungeons and mineshafts if need be

    also i understand this feature could be in the game for performance reasons, so maybe spawners still work the set distance away, but just get less efficient the farther away you get from 16 blocks, in order to save processing power. i dunno

    submitted by /u/TheFakestOfBricks
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    Better butchery

    Posted: 31 Aug 2021 02:17 PM PDT

    Currently, there are two steps to obtaining and preparing meat:

    1. Kill animal
    2. Cook the meat it dropped

    I propose a complete overhaul of the butchery process. Rather than dropping meat that is ready to eat, animals should drop large chunks of meat (e.g. Side of Beef, Section of Mutton, Whole Chicken, etc.) that must be cut and prepared before they can be cooked and eaten. This preparation would be done with a new crafting station: the Butcher's Block.

    The Butcher's Block

    The Butcher's Block can be crafted from three wood (logs with the same texture on every side) and four planks, like so:

    ┌─┬─┬─┐ │W│W│W│ ├─┼─┼─┤ │P│ │P│ ├─┼─┼─┤ │P│ │P│ └─┴─┴─┘ 

    (where W is any wood and P is any plank)

    The Butcher's Block GUI has five slots:

    • The input (top left), where chunks of meat are placed.
    • A slot for a sword (bottom left). A point of durability is taken from the sword for each butchery operation. Without a sword in this slot, butchery is not possible.
    • Meat output (top right).
    • Fat output (middle right).
    • Bone output (bottom right).

    When a large chunk of meat is placed in the input slot, the available cuts for that type of meat appear in the scrollable center field. When a cut is selected, the cut, globs of fat, and bones. The amount of each output is determined by the size of the cut (i.e. a small cut would produce more output while a large cut would produce less). After preparing the meat, the cuts can be cooked and eaten as usual.

    Globs of fat are produced as a byproduct of butchery. Globs of fat can be used in place of slimeballs to create sticky pistons or fed to parrots. They can also be crafted into a block of fat, which could serve as a cheap block that slime blocks will not stick to, given the lubricating properties of fat. Alternatively, fat can be smelted in a furnace to produce tallow. Tallow can be used to make candles, wax copper, and restore small amounts of durability in leather armor.

    submitted by /u/sonicstrychnine
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    Parity between Creative Mode's search bar and the tab menu for commands

    Posted: 30 Aug 2021 10:08 PM PDT

    You know how when you type "tri" into the Creative Mode search bar, you'll also see string turn up because "tri" is also in its name? Why doesn't that happen when you're typing a command? That would be so helpful. It kind of happens when you're trying to summon something or give a player an item, but it doesn't work for every tab menu. It's a tiny feature, but it would be useful for players who use commands often.

    submitted by /u/nitro_dynamite18
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